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Few words carry the emotional weight that “autopsy” does. It’s a morbid term associated with an analysis of what we’re all afraid of deep down. In a business context, autopsies don’t help us diagnose death, but rather failure. It is a way of helping us learn from our mistakes and adjust our behavior accordingly. A business autopsy is when you use evidence to determine why and how a project failed.
A little treat (or is it a trick?) for our community on this Halloween eve: Godot 3.0 alpha 2 is out, ready for your testing! It's already been 3 months since our previous official development snapshot , and lots of bugs have been fixed, making us one big step closer to the final 3.0 stable release. It's also the first build to include the long awaited support for the C# programming language using Mono !
For the duration of Space Halloween (27th of Space October to the 1st of Space November), life and death in the Drift will be a little different: Removed: Death. Due to science, you cannot die during Space Halloween. Bleeding out, suffocating, or being incinerated in an exploding pod will permanently turn you into a living skeleton. Once Halloween is over, you’ll remain a skeleton but any lethal damage will finish you off.
Does Visceral's closure prove AAA single-player games are dying? : A worth-your-time conversation relating to the closing of Visceral Games. Money quote: “ Single-player story-driven games aren’t dead and never will be, though big-budget success stories (The Witcher 3, Horizon: Zero Dawn, Breath of the Wild) do seem reliant on vast, open worlds.” .
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. Last Saturday and Sunday, I attended my first board gaming convention – Protospiel in Atlanta. I’ve been in board game development for a bit over two years now and many people are surprised to hear I’ve not attended a convention prior to then.
I’ve talked about the benefits and challenges of working alone in the board game industry. That’s how I do things. Yet I’m a bit of an odd beast in the board game development world since most people prefer to work in teams. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. This week, I posted How to Work Alone in the Board Game Industry. I wrote it several weeks prior to this article and now one particular paragraph seems oddly prescient. Find people who will check your work and give you honest negative feedback.
In order to self-publish a board game, you will have a lot of responsibilities. These responsibilities include marketing, sales, fulfillment, accounting, and…oh yeah…designing the game. It is a lot to organize and do no matter how many people are involved. Some people find it most effective to work in teams and some people prefer working alone.
In order to self-publish a board game, you will have a lot of responsibilities. These responsibilities include marketing, sales, fulfillment, accounting, and…oh yeah…designing the game. It is a lot to organize and do no matter how many people are involved. Some people find it most effective to work in teams and some people prefer working alone.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. This week, I posted A Crash Course on Selling Board Games , which is my way of helping demystify that which terrifies many first-time game developers. Selling can be scary.
Selling is one of the most nerve-wracking and technical parts of getting a small business off the ground. You must absolutely master it to achieve the financial success you desire when self-publishing a game. When you’ve put in the hard work, it’s only natural to want to reap the benefits. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. Just here for Highway s & Byways updates? Click here. Sometimes the pace of life is hectic. I’ve had one of those weeks. My daytime job has me extremely busy on an important project. In the same week, I’ve released a blind play-test version of Highways & Byways and ordered a physical prototype.
GitHub has announced the 5 th edition of its Game Off game jam, hosted on itch.io from November 1 st to December 1 st 2017. The main feature of Game Off is its focus on free and open source tools for game development, and this is obviously something that we consider highly in the Godot Engine community, as a fully libre 2D and 3D game engine. We encourage all existing and aspiring game developers to participate in this jam using our current stable release Godot 2.1.4.
Alpha2 is around the corner and I'm glad to announce that it will come with the first usable version of C# as a Godot scripting language. It's still at an early stage and there is a lot of work ahead, but it's a good opportunity for users to have a first look at it and return feedback. Acknowledgements. We did not communicate much about it until the C# support was ready for broader testing in the master branch, but Juan and I have been working on this feature as contractors for the Godot project
Introduction. Godot is a community developed game engine. The development process is becoming tighter and more efficient every day. As the amount of contributors keep growing exponentially, it's a big challenge for us to keep this process efficient and yet improve it. In fact, our development process and code quality are, already, arguably in many senses better than commercial game engine counterparts.
Success is not the endgame of Kickstarter projects. Many people think that when a project is funded, that’s it – it’s a victory. This couldn’t be farther than the truth. As many as 84% of Kickstarter projects fulfill rewards late. That is because new entrepreneurs don’t know how to get products from point A to point B. Fulfillment is more complex than people give it credit for, and you can see the painful impacts of this.
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